ggctuk wrote:Does anybody have some decent Sullustian voices (I need quite a few of them) that aren't from EA's Battlefront? I can replace the Twilek Marksman's voices in my mod with the stock female voices (Twileks speak basic too) but the Sullustian is proving more difficult to provide for.

ggctuk wrote:Does anybody have some decent Sullustian voices (I need quite a few of them) that aren't from EA's Battlefront? I can replace the Twilek Marksman's voices in my mod with the stock female voices (Twileks speak basic too) but the Sullustian is proving more difficult to provide for.

ggctuk wrote:Does anybody have some decent Sullustian voices (I need quite a few of them) that aren't from EA's Battlefront? I can replace the Twilek Marksman's voices in my mod with the stock female voices (Twileks speak basic too) but the Sullustian is proving more difficult to provide for.

Oceans14 wrote:Correct me if I'm wrong but there's one that came with the modtools, no? Assets > sides > gar and the PC folder has additional uniform textures.

Not really, they're essentially just reskinned versions of Panaka. Besides, I'm already using all of the vanilla Naboo folks plus two custom guys. I don't like the idea of pretty much their whole faction being reskins of Panaka.

Bucman55 wrote:Could someone point me to a good tutorial for getting custom VO into Battlefront II?

You can do it as you would create any other sounds, however your sounds must be included in an .stm file and they must be defined in a .snd file. You must then include your sounds' .snd file in your ***gcw/***cw.req file and their .stm file in your ***.req file, which *** being your map's 3-letter name.

Bucman55 wrote:Could someone point me to a good tutorial for getting custom VO into Battlefront II?

You can do it as you would create any other sounds, however your sounds must be included in an .stm file and they must be defined in a .snd file. You must then include your sounds' .snd file in your ***gcw/***cw.req file and their .stm file in your ***.req file, which *** being your map's 3-letter name.

To add to this, you must then call that .stm in your LUA, if I remember right.